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70°
How Insomniac Gave "Ratchet" Motion Control: An Experimental Process
5
How did this all come about? How did Insomniac put motion-control in the game, and how did the developers decide when to leave it out?
"Ratchet & Clank Future" creative director Brian Allgeier talked with MTV Multiplayer's Stephen Totilo about this last week. Among the things he found interesting was his talk of the problems of mixing motion controls and stick controls for unified bits of gameplay.
A short interview follows. Here's one highlight, regarding focus groups:
"And we found in our focus tests that there were some people that were fans of Sixaxis and some people that were not. So we made sure to give the option to turn it off."
Read Full Story >>
multiplayerblog.mtv.com
Twizlex
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Published: 790 days 10 hours ago | News |
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Milkman541
- 790 days 9 hours ago
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1 - How it should be...
They have fit it in the game perfectly, take note other ppl, this is how you need to add it in...
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Maestro
| 790 days 5 hours ago - User only got 1 bubble -
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Douchebaggery
- 790 days 2 hours ago
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2.1 - please don't feed the troll
move along
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Bladestar
| 790 days 1 hour ago - User only got 1 bubble -
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rbanke
- 790 days ago
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4 -
I have to say, I hate having to use the motion controls in the games that have used it. I bought R&C and the way they use the motion sensing actually works well and doesnt bother me in the slightest. I didnt know they were on by default, and at one point I had to use the motion control and it worked really well.
They use it smart, they dont put it in everything, its only here and there which is how something like motion control should be used. For instance, at one point you are free falling and you use it to dodge trafic, nice and simple. At another point you use it to control what is basically a marble maze (those boxes where you tilt it to make the marble go where you like). and a couple weapons also use it. I am happy with how it works, because they thought it out and it works well.
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